Showing Posts For Elesti.4965:
xCrusanentx I agree that waypoints as they are, are not a game breaker. For a lot of people though the cost has left them with a bad taste in their mouth. It is a cost that is on the verge of being a prominent budgeting concern, and is the essential way of traveling. Meaning it adds costs to playing with others that are in different zones and even more so to playing with of different levels, as lower level players tend to teleport a lot more (to complete quests). In general it is not a good design to punish people for wanting to play together.
As for you comment about the debuff not being able to gather things, my thought process for that was for cases of extreme amounts of teleporting, for instance 10-20 times in 5 minutes or something on those lines. It would not be something that a normal person playing the game for fun would run in to. More of a hard wall that would absolutely stop farmers at that point.
I like many others have found the waypoints to be overly expensive esspecially when i want to play with a friend and we have to warp a couple of times before we get to the area we want to be in. Now i know the point is to make farming for wood/food/minerals less profitable from just teleporting from area to area, but there has to be a compromise to make it better to play with others.
My idea is to make waypoints initially free to teleport to, however each teleport you get a point of debuff that will last for a length of time. for each point or two of the debuff the price of the waypoints would increase. After a certain number of debuffs other negative affects like unable to gather wood/food/minerals.
obviously the amount of time the amount of time debuffs and the increase amount for the price of waypoints whether it is exponential or linear all needs to be calculated out based on the time it would take to farm from just running around.
I think this would alow players to warp around when they need to with paying much less while preventing people from abusing the waypoints to farm